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Suggest -4- Slayer

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Nitetrain8
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Post by The Empty Lord Wed Jul 30, 2008 8:54 am

Slayer monsters here... get 'em while they're living! king
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Post by Nitetrain8 Wed Aug 06, 2008 4:43 am

Any new dragon-type monsters introduced to the game really should be slayer monsters. It makes no sense how I need to be a good slayer to kill a cave bug but don't need any special skills other than not being a retard to go kill mithril dragons. Personally I'm surprised the metal dragons don't need 50/60/70/80 slayer to kill for bronze/iron/steel/mithril, but better late than never.

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Post by The Empty Lord Wed Aug 06, 2008 5:02 am

Nitetrain8 wrote:Any new dragon-type monsters introduced to the game really should be slayer monsters. It makes no sense how I need to be a good slayer to kill a cave bug but don't need any special skills other than not being a retard to go kill mithril dragons. Personally I'm surprised the metal dragons don't need 50/60/70/80 slayer to kill for bronze/iron/steel/mithril, but better late than never.

I understand that lol, Slayer was introduced so players couldn't easily obtain rares - but Slayer has been forgotten and all the rare droppers can be killed in the very way that Jagex made Slayer in the attempt to stop. Why train for Abyssal Demon when you can kill the King Black Dragon or Kalphite queen without the need for the time and effort of training Slayer!?
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Post by Nitetrain8 Fri Aug 08, 2008 2:00 pm

Ideally, a low slayer level would be attached to every single monster that shouldn't realistically be super-duper simple to kill. In the long run that would be rather useless though, so I doubt jagex would get around to it.

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Post by The Empty Lord Sat Aug 09, 2008 1:56 am

Personally I think that RuneScape needs a swarm monster... something that is in such vast numbers! Wait, I'll pinch borrow someones off a Slayer thread I bump as an example...
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Post by The Empty Lord Sun Aug 10, 2008 9:42 am

Psychoboy8 wrote:

Dark Spores!
Dark Spores is like a minigame, but it's kinda not; it's like Shade Burning at Mort'ton and the Barrows' Minigame, both aren't real minigames but are there to be played... urrrrhh, hmmm. I know, let's think of it as being the new high levelled creature on RuneScape, or should I say creatures? Oh I don't know, this is a weird suggestion that isn't quite the Kalphite Queen, isn't quite a minigame, and isn't quite a random event... let's call it the new death certain. Okay, so Dark Spores is the new death-certain of RuneScape; a squadron of infinite proportions that are there to solely wreak havoc an any player who decides to summon them.

The Death Certains!
The Dark Spores is a squadron of malicious creatures, split into two classes, the Harvesters and the Celestial Ones; both provide a unique challenge for players. The Harvesters come in an infinite number, well, it is finite but I'm just exaggerating for effect. The number of Celestial Ones depends on the number of players present when the creatures are summoned. Ahhh, that's what I'm forgetting, the summoning process.

To summon the Dark Spores you must seek the "Dark Alters" scattered about the Wilderness, each one is as far away from teleport locations as it can get before coming closer to another one (the reason will be explained in due course). The arenas (which wouldn't be small), the set area around the dark alters (which should be clear by a change in terrain or a stream of lava, ring of rocks, collection of hot air vents, anything), would warn players upon the first few entries (Doomsayer stuff here), that they are about to enter a Dark Alter... this could be disastrous to unknowing players who are looking to recharge their prayer; I would look for a different alter. All arenas would be multicombat. When a player prays at a Dark Alter they are instantly killed (standard death); causing are all players in the arena to be skulled. It is possible that the arena would activate to prevent entering but players could leave (terrain arena would spiral up, creating a pedestal; steam vents would become more violent; lava streams would overflow... players would be too afraid to enter but brave it to leave kinda thing).

I would like to say that the Dark Spores require a Slayer level between 50 and 65, but that's up to Jagex. You can also receive high levelled slayer tasks that require you to kill a said number of Harvesters (not Celestial Ones for they appear to few).

Appearance!
The Dark Spores, and I’m one for a better example, look fairly similar to the movies depiction of the Dementors from J K Rowling’s Harry Potter. They are robed in slashed and, tatty black-robes that fall to just below the waist. There are no legs to speak of as the Wraiths float menacingly in the air, like the Ghosts that we can find in plenty around RuneScape. Protruding from their torn sleeves are long dirty-white clawed-hands, the claws, and again I am one for a better example, are similar to bladed hands of the Flayed Ones, Necron Infantry of the Warhammer 40,000 franchise.

The Harvesters' faces are hidden, almost, completely by the low-hanging hood that comes adjacent with their robes, only the expression on their face is visible; a terrifying look of fear etched into the skin as if in a permanent screaming stance. The Celestial Ones’ headgear wouldn't exist, their hood would remain down, its gleaming scalp clear to see amongst its pitch black companions; the only advantage you will have against these creatures when they make a crowd. From the Celestial Ones it's clear that the Dark Spores are vision-less creatures, as what would have been eye sockets is a smooth patch of skin, completely flat as if eyes were never part of the anatomy; though the Celestial Ones share the same expression of fear.

Biographies: The Harvesters!

• Combat Levels: All the Harvesters levels are equal to the sum of the two highest levelled players in the arena when the Dark Spores are summoned. Though the only levels that the Harvesters would need are Attack, Strength, Hitpoints and Defence, as well as the distance attack skill (but we don't have those). Should there be two level 99 Strength players in the arena then the Harvesters would have a max hit of 66 (for those using a maximum hit calculator, the Harvester would have the highest prayer and potion in effect and their weapon power is 80).

• Attack Styles: The Harvesters prefer their melee attack, using their claws to shred their targets with the force of two dragon daggers at about the same speed; fast and powerful. However, should you try and escape a harvester's onslaught it will use it's distance attack... “Screech” visibly lowers all player's (in the arenas) speed, your character literally cups their ears from the sound, walking and attacking in slow motion as the sound waves hit them one after the other... it's inadvisable to try and separate these Harvesters to destroy singly, other Harvesters will slow your process. So if you plan on leaving the death certain - do it quick otherwise your friends are all being weakened. If you want to help with repositioning, attack the Harvester making the racket (only one at a time will)... they will focus on you and ignore the flee-er.

• Number: Harvesters will spawn originally in a squadron of around 15 to 20; but their number doesn't decrease upon death! As long as there is a Celestial One alive in the arena, whenever a Harvester dies two new ones will spawn in its place; each one will have 75% of the stats of its predecessor. The Harvesters will continue to multiply until either all Celestial Ones have been vanquished or their levels equal less than one.

Biographies: The Celestial Ones!
• Combat Levels: The Celestial Ones' levels are equal to the sum of the two highest levelled players and the lowest levelled player in the arena when the Dark Spores are summoned (so just a little bit stronger). And, like the Harvesters, this only applies to the Attack, Strength, Hitpoints and Defence levels. If all players in the arena have 99 strength then it's possible for the Celestial Ones to have a Strength of 297. So if you want to use a calculator to work out their maximum hit, don't forget they have the highest prayer and potion in effect and their weapon power is 80. In case you don't I have their maximum hit already worked out... the maximum hit is 98, but this is chance like with a players attack and it will only be that high if you're a clan of 99-Strength-ers.

• Attack Styles: The Celestial Ones prefer their distance attack attack and because of this will not swarm you like the Harvesters, but will use their melee (the maximum hit I was talking about above) if you try to make combat with them. “Harvest” drains all stats at the same rate as the restoration of stats... and I mean all; except Hitpoints (this includes Prayer, Summoning and all non-combat skills). This effect is active on up to five players in the arena and you will know when you're being tapped because there will be a faint red-black wiry line connected you to the Celestial Being(s).

• Number: Celestial Ones will spawn at 25% the number of players in the arena. Unlike the Harvesters, when killed they stay dead - so killing them is your number one priority (as they are keeping the Harvesters multiplying). Of course, if you're training slayer with your friends or you want to increase your chance of a good reward then killing Harvesters is a better option; each Harvester killed and each Harvester destroyed (getting their stats below 1) is worth an invisible zeal which will create a higher chance of a good reward.

Battle and Rewards!
Someone write something on the fact Harvesters swarm and the Celestial stays back... mention the rewards and stuff.

Gtg. Bubi!

That was a remake lol, I had a basic idea - but it was poorly written and flawed. Here's what I had in the original on battle and rewards - I don't know how much is repeated lol, if anything... but here goes. Smile

Note that in the new version the names have changed;
- The Collecters (old) = The Dark Spores (new)
- The Celestial Wraits (old) = The Harvesters (new)
- The Harvester (old) = The Celestial One (new)

Oh, and I'm not sure how accurate it is not... the orignal was designed with the wildy and the remake was designed to work without it. Tongue

Psychoboy8 wrote:
.•> Attack Formations
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Celestial Wraiths follow a form of “protect the leader” battle strategy, but will not flee when their commander has falls. Both the Harvester and the Celestial Wraiths have a “distance” attack, one that can affect a player over a distance like a Range attack, but cannot be evaded by Protection Prayers or strong armour – similar to Dragonfire – but only the Harvester will use this attack un-provoked. Celestial Wraiths, unlike the Harvester, has a melee attack, and will favour this over their distance attack unless you try to escape; both “distance” attacks are different, but equally devastating.

When the Wraiths have found a target, and even in single combat, will surround the players on all sides accessible, preventing easy movement. In multi-combat the Celestial Wraiths will all lash at their target as one, with their commander standing from a distance using its “distance” attack. During single-combat only a single Celestial Wraith will unleash its fatal blows upon its target, but one difference from regular single combat is that the Commander can still use its “distance” attack as long as you are in combat with a Celestial Wraith; should you be in combat with any other player the creatures and the Commander will wait. This also works in reverse if you are attacking the commander, a single Celestial Wraith may join in the fight.

The Celestial Wraiths’ melee attack has the speed if the fabled Dragon Dagger but has, almost, double the power, in other words they hit fast and powerful. Their “distance” attack is known as the Screech, due the shrill, piercing sound that is made as the attack is in effect, and this is forever until you either get away or in range of their melee combat. This “Screech” visibly lowers your speed, the Character is literally cupping their ears from the sound, walking and attacking in slow motion, so it is unadvisable to try and separate these Wraiths to destroy singly, the other Wraiths will slow your process.

The Harvester’s effect is named after the Harvester as it literally harvests your skills, for no reason that aids itself, but to lower your chances of victory. The “Harvest” effect drains all stats, and I mean all except Hitpoints; this includes Prayer and all non-combat skills. This is a constant effect, and there is no break in the connection between Harvester and Player until the Harvester is defeated, but to make it fair a faint red and black wiry line will connect the Harvester to its target, swirling from the Harvesters screaming mouth to our blood ridden faces.

Though to make this even more of a challenge and you may remember I mentioned on the first post that the Celestial Wraiths “come in an endless supply”, well I wasn’t lying. The Celestial Wraiths when defeated will re-spawn as a pair, each ones stats are seventy-five percent of the wraith that just fell. This multiplication will continue until the Harvester has been vanquished, or the stats start levelling at less than 1. Now with all this the strategy should be clear, but in case you did*’t get the hint, killing the Harvester is your top priority should you wish to survive… unless you came prepared to fight Celestials and are prepared for a never ending battle against the Celestial Wraiths.

Rewards!
This should be simple, the loot consists of almost everything and anything and I would stretch as far to say Discontinued Items, but this would never be accepted and thus I will not mention it as part of the reward. This infinite reward is down to the statement I made in the first post, “they will swarm around the “loot” and devour every last possession”. Well, these rewards are the possessions lost to the Wilderness, and include the long forgotten Dragon Claws. Now I know this is a long-shot, but the Collectors are an incredibly powerful race, and if the wrong strategy is chosen you may find yourself competing against hundreds of low-levelled creatures, but imagine having one taken out of you one-hundred times in a single hit.

And if that isn’t just the cherry on the cake, in case you have forgotten, this whole battle would require a Player sacrifice to summon the Collectors; will you sacrifice another player for selfish means? Or will you and a team work together and sacrifice a volunteer?


Last edited by Psychoboy8 on Sun Aug 10, 2008 9:59 am; edited 2 times in total
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Post by The Empty Lord Sun Aug 10, 2008 9:44 am

FAQ I had;

Psychoboy8 wrote:~When you die, where do you respawn?
If you die it's game over... well it's not actually game over, but death is as normal. It's not safe.

~Could you get these assigned in 'group Slayer tasks' (as suggested by Krovchen)
Possibly... you could just call it group training sessions, rather an group assignments - if one player has them as a task and needs a group to help them then fine.

~Would it be possible to do these on ones lonesome? Tongue
It would be possible, on your own you would only get one Celestial One (25% of one would round up to one, lol)... the Harvesters would have your exact levels (you add yourself devided by two equals you)... just use protect from melee and attack the Celestial One.

I then made a summary.

Psychoboy8 wrote:
Basically...

- - New minigame like thing called the Dark Spores, difficult and dangerous - can be played alone but better with more than one. The arenas are exit-able, but not enter-able after the game has started.

- - Enter the minigame by sacrificing a player upon a Dark Alter, to do this alone you will either need to ask a player to kill themselves or wear a Ring of Life. Dying with the Ring of Life any other time during the "minigame" will not change its effect (only when using the alter). When the minigame starts all players are skulled.

- - The only way to survive the Dark Alter is by wearing the Ring of Life... unlike it's usual effect it just prevents the alter from killing you, leaving you standing in the arena with 5 hp (but you'll be skulled along with everyone else in the arena, or just you if your alone).

- - The sacrifice will spawn some Celestial Ones (25% of the number of players, rounded up), and some Harvesters (something close to twice the number of players in the arena).

- - Harvesters will swarm you and attack you with their fast and powerful (but inaccurate) attacks - it's likely you'll accidentally click on them if you try to move. Celestial ones will drain your stats constantly from the back of the crowd.

- - Harvesters will double in number as they die with only a 75% decrease in stats... but the more that are killed the better the loot - this will only happen whilst a Celestial One is alive. However, while your killing Harvesters your stats will be being drained by the Celestial Ones, so the amount of Harvesters you kill before you have to kill Celestial ones is up to you (protect from melee is advised).

- - Don't try running from the swarm as they will "Screech", visibly slowing your movement (not game play)... one at a time, and the one screeching will raise their hands to their face to allow others to see which one to attack. The screech effects all players in the arena, so warn each other before trying to evacuate the crowed.
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Post by The Empty Lord Sun Aug 10, 2008 9:50 am

Another idea of mine from that thread;

Psychoboy8 wrote:
Have any of you played the latest FunOrb game, Crazy Crystals? I love the way that the spider words in on of the basic levels... this could make quite a slayer creature (one that requires brain more than brawn).

Summary;
- Spider is sitting still.
- Webs start expanding from where the spider is sitting.
- Very soon they cover the screee.
- Standing on a web sends vibrations to the spider and it runs very fast towards you.
- You have to avoid it.

Of course in Slayer it could be different;
- Spider is stationary admist a web which spans most of the cave.
- To get around you must be very careful and, possibly, use the cave like a huge agility arena.
- Throw files at the webbing to distract the spider should you need to*
- You must make it easier to kill the giant spider; burn the web? Like a maze get to the centre unheard? Anything really at this point.
- Kill it!

*flies could be more vibrating than you, so it goes to them over anything you do.
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Post by The Empty Lord Wed Aug 13, 2008 5:05 am

Evil King J wrote:Monster Name: Ozognes/Engulfer

Monster Level: 33

Slayer Level Required: 70 slayer to kill the engulfer, 71 slayer to kill Ozognes, and you must have completed the stronghold of security.

Max Hit: Ozognes max hit is 3.

Examine:

Ozogne: Aww, so cute.
Engulfer: I wonder how it got it's name?

Location: Do the stamp emote at level 40 Wilderness and you will see a cutscene of the floor splitting and you falling in.

Drops (only mention a few):

1. Coins (up to 30k)
2. Dragon Warhammer, (Lol, if only)
3. Charms.
4. Dragon Chain

Extra Details (if you wish):

This cave that you enter, is a cruel trap made by a Slayer Master. Your slayer master wants you to prove yourself by killing the Engulfer.

Upon entering the cave, you will have triggered a cage (like the ones in horse races), and the gate will open. Releasing the lvl 1 Engulfer.

In the cave are up to 35 Cute Ozognes DEPENDING on your combat level, (mage Ozognes, ranger Ozognes and even melee Ozognes), harmless monsters unless you attack them. If you attack them, they can hit up to 10s on you. However, the Engulfer, is a big slime that just Engulfs the Ozognes. Gobbles them up and becomes more powerful. Each time it eats an Ozogne, it will get bigger and grow stronger by the Ozognes levels. So if it eats an Ozogne, it's combat lvl will rise by 33, it's max hit will rise by 3.

You cannot attack the Engulfer until there are no Ozognes left in the cave, however, you CAN attack Ozognes, if you have the slayer level to, this way, it will eat less Ozognes and won't be as strong.

Once all the Ozognes are gone, you will be able to attack the Engulfer.

The Engulfer has high hp, and can attack in all combat forms, the more Ozogne Mages it eats, the stronger it will be in Mage etc.

Note that it does engulf quite quickly, so it will be able to eat a MINIMUM of 15 Ozognes, the average of much more.

So basically,
70 slayer = You can kill the Engulfer.
71 Slayer = You will be able to keep it from being too powerful.
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Post by blackcat Wed Apr 22, 2009 2:56 pm

i feel like posting in here just because i feel like posting in the forums and this place is where i saw would be where i could make an entry the fastest

Monster name:The Damned
Lvl: 90-120
Examine: unfortunate
Slayer lvl: around 60-80
Description: when you see them they will appear to be a man or a woman lvl 3, but very pale skin ,ruined clothing ,holding their arms shivering, and looking around scared/paranoid. When you attack them they turn into a demon somewhat like a lesser/greater demon but on fire. they should be multiattacking/multicombat using magic and melee.
Magic: raises fire at ground below foe.
Melee1: fists/claws catch on fire with stronger burns and punch/slash foe
Melee2: unsheathes a fiery sword and slashes at the foe
Area: the area i thought would be appropriate would be an add on to the taverly dungeon as a pit thats somewhat alike to the black demon pit thing
Other: you can talk to The Damned if they are in their first form as a human but they will say evil/demented things or a different language(maybe). then you can choose whether to say "okay then..." or "Die!"(which results with a fight)(maybe).
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Post by Guardian of Death Thu Jun 18, 2009 2:09 am

Here's one I had posted on the Spotlight Suggestion: high level slayer content sticky.

Suggestion Title: Megalodon

Brief Description: The Megalodon is a huge shark, predecessor of all other sharks. It requires 95 slayer, as well as a special harpoon to kill. The Megalodon is level 240, attacks with melee and has a special attack.

Location: After completing Hunt for Red Raktuber, you are able to go into the submarine and use your diving apparatus to venture into the deep sea.

Detailed Description:
In order to reach the Megalodon you will first need to talk to the polar bear on the ice berg. He will explain to you how to build a submarine. You will need 100 planks, 500 nails, 25 steel bars and 50 leather. Bring these supplies to some dwarves in Keldagrim, and they will build your submarine for a fee of 400k. After having built the submarine, you can board it and travel into the Deep Sea.

Now that you are at the Deep Sea, you'll need to put on your diving apparatus and have some light source. The Deep Sea is dark and dangerous. The Deep Sea is huge (approx. size of Varrock, but it is not advised to venture far from the submarine. There are several sharks (level 76) which you can kill to obtain raw shark. There are also other deep sea creatures such as octopus (level 98), swordfish (level 55), giant sea stars (level 108), sea horses (level 22), the guaranteed slayer creature (level 114), and the Megalodon (level 240.)

The Megalodon looks like a giant white shark, with enormous teeth. He is about the size of the Jad. If you want a picture of him, just search the internet for "Megalodon."

The Megalodon attacks with melee and has a special attack which drains your attack and defense, and has a 25% chance of healing the Megalodon with 1/3 of the damage dealt. He has got 300 hitpoints and a max hit of 55. When he has no hitpoints left, you will need to use a slayer harpoon (bought from any slayer master for 100k) to finish him off.

The Megalodon gives 150% slayer xp, so instead of receiving 300 slayer xp for everyone you kill, you receive 450xp.

In order to reach the Megalodons, you'll need to venture further away from your submarine. There are about 10 to 20 Megalodons in the Deep Sea (no one knows for sure, since the Deep Sea is so vast.) They are located in special multi-combat areas, where a maximum of two opponents can attack it at once.

Because of the many creatures and adventurers the Megalodon has eaten,
it can drop a great variety of items, including:
-Water Runes: 100-1000
-Blood Runes: 50-200
-Death Runes: 60-300
-Tooth half of key
-Loop half of key
-Coins: 250-25000
-Level 3 clue scroll
-Megalodon Harpoon: faster harpoon catches, requires 76 fishing to wield, level 50 fishing to use. (non-tradable)
-Dragon Spear
-Dragon Med Helm
-Dragon Longsword
-Rune Spear
-Rune longsword
-Rune kiteshield
-Herbs: Irit and up
-Fish: raw shark: 1-5, raw swordfish: 1-6, other raw fish: up to 15.
-Fishing equipment: harpoons, nets, and lobster pots.
-Seeds: herb seeds, allotment seeds, flower seeds, bush seeds
-Green Dragonhide/armour
-Blue Dragonhide/armour
-Red Dragonhide/armour
-Black Dragonhide/armour
-Arrows: mithril up to rune 10-200
-Dragon Bones
-Big Bones: up to 3
-Megalodon Bones: 100% drop, 75 burying xp.
-Deep Sea staff: requires level 72 magic and provides unlimited water runes.
-Megalodon tooth: can be used on a spiny helmet to increase stats, can be used on a pole to create the Megalodon harpoon, can be attached to a ball of wool to create amulet of the Sea. (non-tradable)
-Amulet of the Sea: Provides a +24 magic bonus, provides unlimited water runes and gives 5% bonus fishing xp per catch. (non-tradable)
-Megalodon Halberd: requires 70 attack and strength.
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Post by Dark Avorian Tue Jun 23, 2009 11:33 am

Shadow-light Beings!

Lvl: 132

Slayer lvl: 82

They emit either a magenta, yellow, or blue aura...they must be weakened but to defeat them they must be subjected to pure white light...this requires you to wield a mirror shield and use an appropriate bullseye lantern (blue, green(lunar diplomacy) or yellow(normal) that would mix with their aura to make white light this will dismiss them

Location: A small crack in the entrance chamber to the Baxtorian Falls dungeon
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Post by TATORZ Tue Jun 23, 2009 12:01 pm

Woah. Good ideas above. I would love to kill that megaladon. You should need harpoons to kill it Tongue
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Post by Dark Avorian Tue Jun 23, 2009 1:52 pm

yeah
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Post by Dark Avorian Sat Jul 18, 2009 1:19 pm

Flesh Wound: The Boneless body of a massacred soldier...a lump of flesh and bone and blood...only damageable by magic...physical attacks have no effect...must be killed by a strike with a divine mace from a slayer master...

Lvl 95 combat...70 slayer required

Drop Holy force cards and some other stuff

Bone spikes...magically frozen spikes that form a dense field around a Bonesinger, can be destroyed to advance inwards...require 73 stength to break...70 magic or ranging to destroy...can be reformed into several shapes

Lvl 50 combat...has no attack...can be formed into bone mage, bone warrior, or bone archer by the bonesinger...these are lvl 104 and require 72 slayer to kill...they drop many types of bones


Bonesinger: lvl 250

Powerful mage-demons who can manipulate bones w/ their voices...must wear a full set of special slayer armour to protect from their power...they can only be attacked by magic ... and can only be killed by a holy force from a flesh wound. They drop scroll detailing how to form bone into a protective addition to armour and how to enchant these: Bone augments can be added to splitbark, Infinity, enchanted, & 3rd age...

Require 92 slayer to kill
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Suggest -4- Slayer Empty Re: Suggest -4- Slayer

Post by TATORZ Sun Jul 19, 2009 1:45 pm

'Tis but a Flesh Wound!
TATORZ
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Suggest -4- Slayer Empty Re: Suggest -4- Slayer

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